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Assets pipeline
===============
.. toctree::
:maxdepth: 1
:name: toc-learn-workflow-assets
import_process
importing_images
importing_audio_samples
importing_translations
importing_scenes
exporting_3d_scenes
escn_exporter/index

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Best practices
==============
.. toctree::
:maxdepth: 1
:name: toc-best-practices
introduction_best_practices
what_are_pandemonium_classes
scene_organization
scenes_versus_scripts
autoloads_versus_internal_nodes
node_alternatives
pandemonium_interfaces
pandemonium_notifications
data_preferences
logic_preferences
project_organization
version_control_systems

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# TileMap
Pandemonium's TileMap but as an engine module, with a few smaller features added.
The tilemap classes will be prefixed with R, so it compiles cleanly with the built in TileMap class.
# Building
1. Get the source code for the engine.
```git clone -b 3.x https://github.com/Relintai/pandemonium_engine.git pandemonium```
2. Go into Pandemonium's modules directory.
```
cd ./pandemonium/modules/
```
3. Clone this repository
```
git clone https://github.com/Relintai/rtile_map.git rtile_map
```
4. Build Pandemonium. [Tutorial](https://docs.pandemoniumengine.org/en/latest/development/compiling/index.html)

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Compiling
=========
.. toctree::
:maxdepth: 1
:name: toc-devel-compiling
getting_source
introduction_to_the_buildsystem
compiling_for_windows
compiling_for_x11
compiling_for_osx
compiling_for_android
compiling_for_ios
cross-compiling_for_ios_on_linux
compiling_for_uwp
compiling_for_web
compiling_with_mono
optimizing_for_size
compiling_with_script_encryption_key

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Configuring an IDE
==================
We assume that you have already `cloned ( https://github.com/Relintai/pandemonium_engine )`
and `compiled <toc-devel-compiling )` Pandemonium.
You can easily develop Pandemonium with any text editor and by invoking `scons`
on the command line, but if you want to work with an IDE (Integrated
Development Environment), here are setup instructions for some popular ones:
.. toctree::
:maxdepth: 1
:name: toc-devel-configuring_an_ide
android_studio
clion
code_blocks
kdevelop
qt_creator
visual_studio
visual_studio_code
xcode
It is possible to use other IDEs, but their setup is not documented yet.

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Engine development
==================
Setting up a development environment
------------------------------------
To modify Pandemonium's source code, you need to set up a development environment. Start here.
.. toctree::
:maxdepth: 1
:name: toc-devel-cpp-dev-env
configuring_an_ide/index
Getting started with Pandemonium's source code
----------------------------------------
This section covers the basics that you will encounter in (almost) every source file.
.. toctree::
:maxdepth: 1
:name: toc-devel-cpp-source-beginner
introduction_to_pandemonium_development
common_engine_methods_and_macros
core_types
variant_class
object_class
inheritance_class_tree
Extending Pandemonium by modifying its source code
---------------------------------------------
This section covers what you can do by modifying Pandemonium's C++ source code.
.. toctree::
:maxdepth: 1
:name: toc-devel-cpp-source-advanced
custom_modules_in_cpp
binding_to_external_libraries
custom_pandemonium_servers
custom_resource_format_loaders
custom_audiostreams
Debugging and profiling
-----------------------
This section is about finding spots to optimize in the engine code when you need it in your project.
.. toctree::
:maxdepth: 1
:name: toc-devel-cpp-debug-profiling
macos_debug
using_cpp_profilers

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Editor development
==================
.. toctree::
:maxdepth: 1
:name: toc-devel-editor
introduction_to_editor_development
creating_icons
editor_style_guide

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Pandemonium file formats
==================
.. toctree::
:maxdepth: 1
:name: toc-devel-file-formats
tscn.rst

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